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There is no one single answer for spells, because they all work a little differently. Some always hit but the enemy can try a save. Some have no save but have to hit (usually based on your main spellcasting stat). Some both have to hit and can still be saved from. Some just hit 100% of the time (magic missile).
Firebolt is a wizard cantrip that is always based on INT, and Shadowheart gets it not because she's a cleric but because she's a half-elf with "high elf" heritage.
AOE spells (like Lightning Bolt) and a few other types of spells work differently, automatically affecting the target/s but allowing a Saving Throw from the target for no damge or half damage, usually DEX, Con or WIS.
A very few spells like Sleep have no attack roll or Saving Throw and just work if the target meets the criteria.
When the game just tosses a firebolt spell to Shadowheart and then tells me at character creation Clerics use WIS, how the eff am I supposed to know?
Yeah that's what I was confused about. I thought all attack spells were based on the relevant class' ability modifier (INT for wizards, WIS for clerics, CHA for warlocks etc.)
yepp. Shart's fireball spell Is in fact based of int. It is crap. Use create fire and throw it as a cantrip. That is based off her wisdom modifier.
Your spell "to hit" is the same as for mellee. For shadowhearts spells Wisdom is the "to hit" modifier as well as a damage modifier just like str/dex is for martial weapons.
If you multiclass the to hit modifier will be the class you learned the spell from. If you can learn the spell from either of youre multiclasses it will come from the last class you leveled
Sharts fireball is the one oddball cantrip of all the companions. Id suggest not using it
Starting with Firebolt with Shadowheart you can use it to trigger traps or explosive barrels so it can be useful by itself. Otherwise use height advantage or normal advantage from being in stealth to get a better shot of it going off.
Respeccing the followers is a great idea as they all have odd stats that can be changed.
https://steamcommunity.com/sharedfiles/filedetails/?id=3022859855
Wait, what's Shadowheart's WIS for then if she doesnt even have any hit spells to begin with??
Produce Flame, Guiding Bolt, Inflict Wounds use attack rolls based on Wisdom.
Cure Wounds, Healing Word has increased healing based on Wisdom.
Sacred Flame doesn't use an attack roll but it kinda sucks due to the Dex save usually failing unless you combo it with something else.
WIS is very important to Shadowheart. INT is not. Thus the advice from almost everyone to just ignore her firebolt spell. (Although, in early game, if you have the INT circlet that gives the wearer 17 INT, it can make her firebolt useful. However, there are better things for her to be wearing on her head by the end of Act 1.)